Cut Questable POIs to 50% of all POIs

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most servers pve or pvp will not let players build in prefabs because trader quests resets them leaving players at risk to losing their base.

As has been explained to you over and over, traders do not offer quests for POIs with LCBs placed in them.

Anyway, whatever. You're a troll and there's no sense wasting time on you.

Sooner or later you'll be on so many block lists that you'll be left with no one to talk to but your own sock puppets.
 
there are two types of smarts:
A) common sense
B) book smart
The common sense answer is if there are two prefabs causing an issue removing 1 (2-1=1) would effectively remove 50% of the issue.
the book smart answer.. well sounds like @HyperionSF already answered that
I`m sorry, but my smart bulb in the toilet is at laugh around your arguments, are you really trying to convince the devs to lower the amount of quests to 50%, in the POIs that are made to be for quests ?

Do you really think these two new accounts will bring an argument to a higher level, are you that desparate ?

It was enough, even the thread was moved away into a place called dreams and your dream my buddy comes from some yellow page media probably called PvP Daily or Box Newbs.

It was enough, thank you.
 
1. I've already stated by position.
No, you haven't. You've have stated that you haven't.
My comment wasn't about removing POIs. I personally don't want that to change.
This is something you "don't want", but it isn't a comment on _if it would work_. You haven't stated that, and apparently won't? I'll assume this is just to protect Granny's ego, somehow.

One of the basics is team A stating what team B is responsible for, and how they need to perform it, in order to utilize their services properly.
Shure; that SLA is really going to improve the local PCs that are hosting the servers. Not everything can be exported to Amazon for infinite scaling, that will work in plenty of business environments, but rarely with a localhost...

Dude just... Maybe a book or something? Yeah?
Look outside your start-up bubble scene, and figure out how games and their engines are actually being used.
 
I`m sorry, but my smart bulb in the toilet is at laugh around your arguments, are you really trying to convince the devs to lower the amount of quests to 50%, in the POIs that are made to be for quests ?

Do you really think these two new accounts will bring an argument to a higher level, are you that desparate ?

It was enough, even the thread was moved away into a place called dreams and your dream my buddy comes from some yellow page media probably called PvP Daily or Box Newbs.

It was enough, thank you.
I'm not sure why we can't come together and get TFP attention on the matter of network congestion to help ensure that the game runs at its top best performance that it's intended to with the POIs currently in place.

Why is it that we want to attack people who are trying to come up with solutions, instead of recognizing that if we put enough pressure on TFP, that things might actually change in a positive direciton?
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No, you haven't. You've have stated that you haven't.

This is something you "don't want", but it isn't a comment on _if it would work_. You haven't stated that, and apparently won't? I'll assume this is just to protect Granny's ego, somehow.


Shure; that SLA is really going to improve the local PCs that are hosting the servers. Not everything can be exported to Amazon for infinite scaling, that will work in plenty of business environments, but rarely with a localhost...


Look outside your start-up bubble scene, and figure out how games and their engines are actually being used.
Yes, yes I have. I stated I didn't want the POIs removed. ... The guy talking about how games function legit thinks people are largely hosting on local machines, when in reality, many of these servers with large populations are being ran by a hosting service.
 
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Cute. I said exactly that, which isn't what I was asking. Thanks for keeping up the defensive dodgery for Granny's ego.


Many, not all. And importantly, the game is designed to be hosted by a player and played by a small group. "Large servers" are not even a supported feature.

Stop I will though, bedtime.
lol alright guy. Clearly this is about [something other] than [helping] resolve an issue so that we can all enjoy the game.
 
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are you really trying to convince the devs to lower the amount of quests to 50%, in the POIs that are made to be for quests ?
100% i believe 3.0 TFP want to add bandits,
You know as well as i do 7d2d runs off single core processing and reachs bottlenecks on a regular basis as it is coded in the current state.
You also know as well as i do TFP have stated recently they have already optomized the game to a point of less returns now.
I don't just think its a matter of me convincing anybody,
What i believe is the game has come to a point now that alternative measures are needed to be taken to improve performance.
Reducing the amount of questable prefabs has many major benefits that i already stated...... in case you missed what i had suggested...
Performance Benefits:

👷 Server Management:
Performance – fewer questable POIs can reduce trader quest generation load and prevent issues where quest markers fail to assign properly.
Easier maintenance - Fewer locations to monitor for issues or reset problems
Reduced world complexity - Simpler quest distribution across the map
Lower storage requirements - Less save data related to quest prefab states
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Faster world loading times - Less complex quest tracking data to load when players join

🎯 Gameplay Balance:
Increased competition - On populated servers, players may compete more heavily for the same quest locations
Faster quest cycling - The same prefabs will reset and become available for new quests more quickly
Less Repetition of Easy POIs – The game tends to recycle smaller/easier prefabs (like houses and shops) for quests. Reducing questable prefabs forces the pool to skew toward larger, more challenging locations, making quests feel less grindy.
Slows Power-Leveling – Quests are one of the fastest ways to level up and earn dukes. Fewer quest options means players can’t spam Tier 1/2 quests for easy XP and loot as efficiently.

🏙️ World Exploration:
Encourages Free Exploration – With fewer quest POIs, you’ll have to explore more of the map organically instead of just running trader quests over and over.
Many unique prefabs (mansions, skyscrapers, specialty builds) don’t show up as quests often. Removing half the questable pool ensures some locations remain special for exploration rather than just another "fetch satchel" run.

⚖️ Difficulty & Pacing:
Harder Quest Chains – Since quest pool shrinks, traders will cycle through fewer POIs. If you weight it toward harder/larger POIs, players face tougher fights earlier.
Slower Resource Gain – Players won’t farm endless quest rewards, which balances progression in multiplayer or longer survival runs.

👉 basically reducing questable prefabs makes 7d2d feel less like a quest grind and more like a survival sandbox, slowing down progression while emphasizing world exploration while improving performance and balance.
 
most servers pve or pvp will not let players build in prefabs because trader quests resets them leaving players at risk to losing their base.

Placing a land claim block remove this issue completely, therefore it's already addressed and you are just refusing to use the game mechanics.

there are two types of smarts:
A) common sense
B) book smart
The common sense answer is if there are two prefabs causing an issue removing 1 (2-1=1) would effectively remove 50% of the issue.
the book smart answer.. well sounds like @HyperionSF already answered that

Common sense answer would actually be that number of questable POIs changes nothing if the number of active quests stays the same. If the actual strain is chunk reset, the strain remains the same as long as there is at least as many questable POIs as there are players on the server getting quests and resetting chunks.

Hyperion hasn't provided any answer to anything, he has just thrown insults around while trying the classical jargon overload approach. Like all your other buddies (assuming they are in fact separate people), they do not bring coherent arguments. It's always either inflammatory interactions or AI assisted/generated answers.

100% i believe 3.0 TFP want to add bandits,
You know as well as i do 7d2d runs off single core processing and reachs bottlenecks on a regular basis as it is coded in the current state.
You also know as well as i do TFP have stated recently they have already optomized the game to a point of less returns now.
I don't just think its a matter of me convincing anybody,
What i believe is the game has come to a point now that alternative measures are needed to be taken to improve performance.
Reducing the amount of questable prefabs has many major benefits that i already stated...... in case you missed what i had suggested...
Performance Benefits:

👷 Server Management:
Performance – fewer questable POIs can reduce trader quest generation load and prevent issues where quest markers fail to assign properly.
Easier maintenance - Fewer locations to monitor for issues or reset problems
Reduced world complexity - Simpler quest distribution across the map
Lower storage requirements - Less save data related to quest prefab states
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Faster world loading times - Less complex quest tracking data to load when players join

🎯 Gameplay Balance:
Increased competition - On populated servers, players may compete more heavily for the same quest locations
Faster quest cycling - The same prefabs will reset and become available for new quests more quickly
Less Repetition of Easy POIs – The game tends to recycle smaller/easier prefabs (like houses and shops) for quests. Reducing questable prefabs forces the pool to skew toward larger, more challenging locations, making quests feel less grindy.
Slows Power-Leveling – Quests are one of the fastest ways to level up and earn dukes. Fewer quest options means players can’t spam Tier 1/2 quests for easy XP and loot as efficiently.

🏙️ World Exploration:
Encourages Free Exploration – With fewer quest POIs, you’ll have to explore more of the map organically instead of just running trader quests over and over.
Many unique prefabs (mansions, skyscrapers, specialty builds) don’t show up as quests often. Removing half the questable pool ensures some locations remain special for exploration rather than just another "fetch satchel" run.

⚖️ Difficulty & Pacing:
Harder Quest Chains – Since quest pool shrinks, traders will cycle through fewer POIs. If you weight it toward harder/larger POIs, players face tougher fights earlier.
Slower Resource Gain – Players won’t farm endless quest rewards, which balances progression in multiplayer or longer survival runs.

👉 basically reducing questable prefabs makes 7d2d feel less like a quest grind and more like a survival sandbox, slowing down progression while emphasizing world exploration while improving performance and balance.


Repeating your AI assisted points doesn't make them true.
 
Reducing the amount of questable prefabs like i proposed simply would have many positive effects including:
for both pve and pvp servers

Performance Benefits:
👷 Server Management:
Performance – In large modpacks or custom servers, fewer questable POIs can reduce trader quest generation load and prevent issues where quest markers fail to assign properly.
Easier maintenance - Fewer locations to monitor for issues or reset problems
Reduced world complexity - Simpler quest distribution across the map
Lower storage requirements - Less save data related to quest prefab states
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Faster world loading times - Less complex quest tracking data to load when players join

🎯 Gameplay Balance:
Increased competition - On populated servers, players may compete more heavily for the same quest locations
Faster quest cycling - The same prefabs will reset and become available for new quests more quickly
Less Repetition of Easy POIs – The game tends to recycle smaller/easier prefabs (like houses and shops) for quests. Reducing questable prefabs forces the pool to skew toward larger, more challenging locations, making quests feel less grindy.
Slows Power-Leveling – Quests are one of the fastest ways to level up and earn dukes. Fewer quest options means players can’t spam Tier 1/2 quests for easy XP and loot as efficiently.

🏙️ World Exploration:
Encourages Free Exploration – With fewer quest POIs, you’ll have to explore more of the map organically instead of just running trader quests over and over.
Many unique prefabs (mansions, skyscrapers, specialty builds) don’t show up as quests often. Removing half the questable pool ensures some locations remain special for exploration rather than just another "fetch satchel" run.

⚖️ Difficulty & Pacing:
Harder Quest Chains – Since quest pool shrinks, traders will cycle through fewer POIs. If you weight it toward harder/larger POIs, players face tougher fights earlier.
Slower Resource Gain – Players won’t farm endless quest rewards, which balances progression in multiplayer or longer survival runs.

👉 basically reducing questable prefabs makes 7d2d feel less like a quest grind and more like a survival sandbox, slowing down progression while emphasizing world exploration while improving performance and balance.

📢 note if TFP are serious about adding bandits and if they are also serious about having already optimized the game, than they better start looking at such requests like this or bandits will never get put in. The way the game is coded now it simply can not handle adding more entitys that bandits would add.
Wow. Just... wow. That's a lot of nonsense right there.

I have to wonder if you even believe half the stuff you post. So much of it is so completely wrong.
 
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Clearly this is about [something other] than [helping] resolve an issue so that we can all enjoy the game.

...I wouldn't mind server improvements, even if they do nothing for my SP games. The studio just won't. To join your little pressure campaign, I would just need some details; what are we actually looking for. Some actual actionable suggestions.

Because, given the recent track record with badges etc, we can safely bet that if we convince TFP to "improve servers" by the ideas you've displayed here; we end up with another Live Service Slop. The world will get static'ed, the POIs will get put behind portals to be isolatable and we'll get a badge-worthy Zombie Season Pass every few months to pay for the amazon clusters.

Dunno about you, or grandpa, but I don't want that.
 
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I'm not sure why we can't come together and get TFP attention on the matter of network congestion to help ensure that the game runs at its top best performance that it's intended to with the POIs currently in place.
If you are really talking about how it’s intended to, then that’s easy. Limit your server to 8 players max and the network congestion will diminish significantly. The game isn’t designed for large populations and TFP isn’t going to spend time improving network performance for server populations they don’t support.
 
whilst a lot of people are right this game isn't intended for a larger group of people, we the people who prefer the challenge of pvp whilst pveing, a system where we could reduce the amount of large scale poi's constantly being loaded and laggin out the server causing performance issues would be a great improvement. I haven't been playing this game long and love it! just small details to improve server and gameplay performance would be great for the other part of the community that doesn't want a stale pve game and enjoys the pvp aspect of it also... I am not trying to offend the the people that like to play this by themselves or apart of a small group playing with each other. We all just want to have fun.
 
The world will get static'ed,

Dunno about you, or grandpa, but I don't want that.
100% wrong, from a1 to a16 (years) the game had no prefab quest at all and thrived in a better state than it does now.
The point of the whole post is not to get rid of trader quest but to reduce them dramatically to improve many aspects of the game but most importantly to improve performance.
 
100% wrong, from a1 to a16 (years) the game had no prefab quest at all and thrived in a better state than it does now.
The point of the whole post is not to get rid of trader quest but to reduce them dramatically to improve many aspects of the game but most importantly to improve performance.

Improve performance for the few seconds a POI is reset*

And once again, your solution doesn't reduce the amount of active quests, it just remove variety.
 
100% wrong, from a1 to a16 (years) the game had no prefab quest at all and thrived in a better state than it does now.
And was it scalable onto an amazon cloud? No. You're talking about a completely different thing again. You can't follow a train of thought longer than one step, before you grab onto an unrelated thing; but I'll give it yet another go:

On the list of changes that would be required to make this game support Large Scale servers, the easy items are those that are already implemented in other games, such as:
- static worlds (no changes to keep track of, no load)
- instanced levels (you can do loading on another server and hand over your clients to that one when needed. world server remains relatively unburdened)

It isn't necessarily impossible to achieve something that looks like "the current game for large servers", but since they're obviously running into issues; like your example of contention of POI use for building and questing, drastic changes would be required. How drastic? Yet to be seen.

Would we go from a "host your own game on your own PC" to a "you can only host on a cloud server with scaling abilities at a completely random monetary cost to yourself" or to a "TFP is hosting all servers at their cost, and thus need to recoup that cost somehow?"

You still haven't even hinted at how you think your original idea would improve either server performance, or the availability of quest locations. Stating that you're trying to "improve performance" doesn't make any idea actually improve performance. You need to describe how the magic sand works to convince anyone, me, or TFP.
 
You still haven't even hinted at how you think your original idea would improve either server performance
unreal, looks like HyperionSF was right about you afterall,
"You've completely misunderstood everything, in your rush to act out with your arrogance in thinking you're smart when you're just ignorant. You've displayed to everyone here that you're not someone they should take seriously."

since you misunderstood here ill tell you again....

Performance – fewer questable POIs will reduce trader quest generation load and prevent issues where quest markers fail to assign properly.
Easier maintenance - Fewer locations to monitor for issues or reset problems
Reduced world complexity - Simpler quest distribution across the map
Lower storage requirements - Less save data related to quest prefab states
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Faster world loading times - Less complex quest tracking data to load when players join

what part of that do you still not understand?
 
a system where we could reduce the amount of large scale poi's constantly being loaded and laggin out the server causing performance issues would be a great improvement.

You have that system today, though you have to be willing to modify some XML.

For instance:
  • You can edit the POIs themselves and change their tags, limiting where (or if) they get placed by RWG.
  • You can edit rwgmixer.xml and completely redo how cities are built.
Isn't that sufficient? If not, beyond a handy UI, what's missing?

I did watch a couple of PvP videos a while back and recall one of them featuring a player-built tower that would cause performance issues. I've been on PvE servers where player-created bases did cause issues. You're going to need some player cooperation too. They can (and do) built things that are worse than TFP POIs.
 
Performance – fewer questable POIs will reduce trader quest generation load
The load associated with "quest generation" is due to clicking the "Start quest" -marker, and the reloading of that chunk. Even if you reduce the amount of POIs to one per player, but allow everyone to quest at their leisure, this will not reduce the number of reset events. The players will quest as much as before, causing just as many resets as before.
Easier maintenance - Fewer locations to monitor for issues or reset problems
This implies your maintenance routine depends on the quest target list length; I can't imagine questable POIs bugging out on their own; but due to to player interactions and buggy code. Primarily, find the bugs and fix those; and you still haven't suggested how to reduce player interactions.
Reduced world complexity - Simpler quest distribution across the map
You've asked to cut them in half; but not specified any logic to it. Randomly dropping the amount by half does nothing to the distribution, just that there's less of the same tier POIs next to one another. Propose a logic if you're looking for that type of change. And I don't see any benefit to that either; maybe similar tier players would meet randomly more often if you had dedicated Tier N -towns, but you haven't told us why this would be an improvement.
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Same amount of quests will be generated by players, and the metadata about the quests is tiny. You might get a little fewer region files modified if you changed more of the POIs to remnants, as people might more likely drive past them. But storing the regions isn't an issue, and you'll always have them loaded depending on your players; the actively loaded chunks, not the amount that have been changed. Changes essentially nothing.
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage
Fewer calculations of what; you still have failed to describe this. If it follows the logic from above, no.
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions
Improved network performance - Less quest-related data being synchronized between server and clients
Faster world loading times - Less complex quest tracking data to load when players join
As above, effect is insignificant to none.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously
Again, same number of resets would be happening, same amount of strain generated.
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions.
Maybe, but you haven't explained how. What do you want changed to actually encourage this? Cutting down the number of quest targets does not achieve this.

I understand completely what you have written; it just doesn't do what you want it to do, unless you have omitted some important details like the actual implementation.
 
unreal, looks like HyperionSF was right about you afterall,
"You've completely misunderstood everything, in your rush to act out with your arrogance in thinking you're smart when you're just ignorant. You've displayed to everyone here that you're not someone they should take seriously."

since you misunderstood here ill tell you again....
Performance – fewer questable POIs will reduce trader quest generation load and prevent issues where quest markers fail to assign properly. Wrong. People will still quest just as often and there will be just as many quests and resets of POI. There will just be fewer different POI being reset, but that doesn't in any way reduce "quest generation load" or any issues with quest markers.
Easier maintenance - Fewer locations to monitor for issues or reset problems Wrong. There are just as many quests being done regardless how many POI are used. And don't forget that many people play with large POI packs like Compopack and PEP without any problems whatsoever with quests.
Reduced world complexity - Simpler quest distribution across the map What is more simple? It may be a more simple distribution, but only because you have no variety and have to keep redoing the same POI over and over ad nauseum.
Lower storage requirements - Less save data related to quest prefab states This is a crazy statement to make. It is a single piece of information that states if a POI can be used for a quest. That may save space in a save, but it is so miniscule that it doesn't matter. Even people with mega city maps don't have bloated saves due to having so many questable POI.
Reduced server load - Fewer quest-related calculations and tracking means less CPU usage Wrong. There will be just as many quests being done, just in fewer different POI. Since this seems to be hard for you to grasp, consider that you have one of your large servers and 50 people want to do quests on a 12k map. You have the current situation and there are 1000 questable POI to choose from. Those 50 people are going to do 50 quests. Now, in your request, the questable POI are reduced by 50%, so you have 500 questable POI to choose from. Those 50 people are still going to do 50 quests. It doesn't change a thing beyond variety.
Lower memory consumption - Less data to store about quest states, completion status, and prefab conditions Wrong. Again, save data on whether or not a quest can be done there is miniscule. Same for completion status. As far as prefab conditions, that is saved whether or not you can quest there. Every single block that is changed in a map is saved. It doesn't matter if it was changed from a quest or not. If a player mines or builds or destroys, it's the same thing and has nothing to do with quests.
Improved network performance - Less quest-related data being synchronized between server and clients Again, this is a very minimal amount of data and people would be doing the same number of quests.
Servers – Limiting quest POIs encourages more organic base raiding, scavenging, and player-driven exploration instead of grinding trader missions. If people are playing PVP, they should be doing that anyhow. If people aren't playing PVP, that is irrelevant. As far as exploration, there isn't any reason to explore in this game. That's something that could be improved, but as it stands, there isn't any reason to do so.
Smoother gameplay - would reduce stuttering and frame drops especially in scenarios with multiple players running quests simultaneously Wrong. Stuttering has nothing to do with quests. And people doing quests simultaneously isn't any different from people doing other things simultaneously. Quests are not some high calculation thing like you seem to think. A quest is nothing more than tracking number of kills or whether or not you grabbed a satchel or how many generators you turned on. None of that is much information to track. You could have tracked that on a computer back in the 1990s without a problem, so you could certainly track that now. Everything else you do while questing - killing, building, digging, destroying, etc. - is being done even when you're not questing, so there isn't any difference. And once again, if people want to quest, they will be questing even if there were only 50% of the POI that are questable, so it wouldn't change anything anyhow.
Faster world loading times - Less complex quest tracking data to load when players join Wrong yet again. The data is miniscule and there's no reason for the game to send give quest data to a player when they join. That data only needs to be sent if a player is getting a quest. And although I don't know how they are saving the data, it is likely to be nothing more than a simple flag (one byte). That means that even if you had 10,000 POI, you'd be sending only 10kB of data. If you can't handle that little data, you have problems unrelated to the game. And don't forget that the same data is there even if a quest isn't questable. The flag would be something like "Can be quested?" with a "Yes/No" (1/0) flag. So if it can't be questable, it'll still send the flag of 0.

what part of that do you still not understand?
<end quote>

So, how about we start with what part of that do you still not understand? Your suggestion doesn't improve anything. It just reduces variety.

More info:
The only things tracked related to quests that aren't being tracked any other time are: Number of zombies killed (Clear quests), satchel in inventory or not (Fetch or Buried Supplies quests), number of generators turned on (Power quests), and whether or not a quest is active in the POI (this is actually being tracked at all times, whether you are doing a quest or not and whether the POI can be quested or not). Even if you had 100 players questing at the same time in 100 different POI, you'd be looking at a very small amount of data. Even in a fetch/clear quest where you have to track satchels and kills, you would still be talking about under 1kB of data. Even if TFP had the absolute worst developers you could find and they somehow made that data 10x more, you'd still be under 10kB of data for those 100 players doing quests. That's hardly a problem. Even at 100x more than it should take would be under 100kB of data, which is still not enough data to matter when people are on many megabit internet.

People will be questing just as much no matter how many questable POI there are. They will just be doing so in fewer different POI. That doesn't change anything about any of the things you said, though. They'll still be doing the quests, so any data related to doing quests will still be used. If anything, quest resets can potentially reduce save data. If someone were to damage, break, build a total of 2000 blocks in a POI, all of that has to be saved. If someone else resets the POI for a quest and only damages, breaks, builds a total of 500 blocks, that save data just got reduced because it only has to track 1/4 of the blocks it did before the reset.
 
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I understand completely what you have written; it just doesn't do what you want it to do, unless you have omitted some important details like the actual implementation.
If your still not understanding it than...
A) look in the mirror and ask yourself why is it so many players, streamers and veterans of this game believe a16 and prior was a better state of the game than it is now?
B) Than ask yourself what changed to cause that

**note on steam discussions, 7d2d forums, youtube, blah blah anywhere
i have never heard one person claim any alpha after a16 was the best state of the game that exists
so once again what is the X factor that changed the game after a16?
 
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